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I wouldn't know what to suggest for running it under Whisky, and there is little to no chance it will ever run smooth in Parallells.
I'm sorry we don't have better options for you.
I understand, thanks for your reply! Not sure if it's viable or practical from your point of view, but Geforce Now works brilliantly for those hard-to-run titles so if you added it there, it would definitely be an option for Mac users. There is Shadow PC too, but it's far less user-friendly.
Mind you, GZDoom shows M1 support on their website, so technically it _should_ support Sillicon processors. But when I try to run the Mac client, putting the Selaco files in the Library folder, it spouts out this error: "Script error, "Selaco.ipk3:cvarinfo.defaults" line 2:
Unknown cvar attribute 'setdefault'"
I imagine that's because the engine used by the devs is a custom one and not adapted for the updated Mac-compatible version?
Great, thanks for the update!
Edit: noticed forgot to mention. Appreciate the straight forward answer. We need more honest developers like you. Honestly, just makes me more hyped up for the game lol even I can’t play it now.
For what it's worth the latest version of GZDoom (4.12.2) does include a mac build. I can confirm the .app file is indeed a universal binary -- i.e. natively supports both intel and apple silicon processors.
Of course that doesn't necessarily make it easy to port Selaco's custom version of the engine; only the devs can speak to that. I just wanted to head off any misinformation.
(Also, +1 for Geforce Now as a possible alternative.)
You need to select Vulkan or OpenGL mode, don't remember which one anymore, but one of them works. But it's slooooow even on my M3 Max. I'm playing it on Shadow PC, works well enough
I got a build working on macOS from the source code included in the Windows version - only thing not working is audio. Is there a police to contribute patches upstream?